void Canvas::clip(const glm::mat4& transform, VertexArrayPtr pVA, GLenum stencilOp) { // Disable drawing to color buffer glColorMask(0, 0, 0, 0); // Enable drawing to stencil buffer glStencilMask(~0); // Draw clip rectangle into stencil buffer glStencilFunc(GL_ALWAYS, 0, 0); glStencilOp(stencilOp, stencilOp, stencilOp); StandardShaderPtr pShader = GLContext::getCurrent()->getStandardShader(); pShader->setUntextured(); pShader->activate(); glLoadMatrixf(glm::value_ptr(transform)); pVA->draw(); // Set stencil test to only let glStencilFunc(GL_LEQUAL, m_ClipLevel, ~0); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // Disable drawing to stencil buffer glStencilMask(0); // Enable drawing to color buffer glColorMask(~0, ~0, ~0, ~0); }
void Canvas::renderOutlines(GLContext* pContext, const glm::mat4& transform) { VertexArrayPtr pVA = GLContextManager::get()->createVertexArray(); pVA->initForGLContext(pContext); pContext->setBlendMode(GLContext::BLEND_BLEND, false); m_pRootNode->renderOutlines(pVA, Pixel32(0,0,0,0)); StandardShader* pShader = pContext->getStandardShader(); pShader->setTransform(transform); pShader->setUntextured(); pShader->setAlpha(0.5f); pShader->activate(); if (pVA->getNumVerts() != 0) { pVA->draw(pContext); } }